fix: compiling would fail in the game project because of __snprintf
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@@ -74,7 +74,7 @@ void Renderer::TextureSetParam(int param, int value)
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}
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break;
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case GL_TEXTURE_WRAP_T:
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case 5:
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case 5: // GL_TEXTURE_WRAP_R, but this renderer only supports 2D textures, so treat it as GL_TEXTURE_WRAP_T
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texture.samplerParams &= ~2u;
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if (value == 0)
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{
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@@ -25,7 +25,7 @@
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#define PNG_BUILD_GRAYSCALE_PALETTE_SUPPORTED
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#define PNG_CHECK_FOR_INVALID_INDEX_SUPPORTED
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#define PNG_COLORSPACE_SUPPORTED
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#define PNG_CONSOLE_IO_SUPPORTED
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//#define PNG_CONSOLE_IO_SUPPORTED
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#define PNG_CONVERT_tIME_SUPPORTED
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/*#undef PNG_DISABLE_ADLER32_CHECK_SUPPORTED*/
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#define PNG_EASY_ACCESS_SUPPORTED
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@@ -8,6 +8,8 @@
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#ifndef ZCONF_H
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#define ZCONF_H
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#define NO_snprintf
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/*
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* If you *really* need a unique prefix for all types and library functions,
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* compile with -DZ_PREFIX. The "standard" zlib should be compiled without it.
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